Re: [osg-users] building for xcode on os x

2011-07-19 Thread Michael Chechow
Hello, It seems like you don't have the jasper library installed. Install it (using MacPorts for example) and then rerun CMake in order to configure the build script correctly. Michael 2011/7/19 Brian Rojas marchin...@gmail.com I'm getting the following errors when trying to build osg for

Re: [osg-users] Unit of preMult-(osg::Matrix::Translate(osg::Vec3(x, y, z)

2011-07-19 Thread Alberto Luaces
Nagore Barrena writes: Hi, I'm rendering new 3d models using OSG. In translate fuction (preMult-(osg::Matrix::translate(osg::Vec3(x,y,z)) What unit are x, y and z? There are metres, milimetres, pixels? Thanks in advance! Cheers, Nagore Hi Nagore, OSG does not do any modification to

[osg-users] How to antialisze procedural shader?

2011-07-19 Thread Torben Dannhauer
Hi, currently I'm working on a pixel-based distortion for projection on nonplanar surfaces. The output looks ok , but I would like to enable antialiasing. My Programm renders to texture, modifies this texture with a fragment shader and after that renders the modified texture to the output.

Re: [osg-users] How to antialisze procedural shader?

2011-07-19 Thread J.P. Delport
Hi, On 19/07/2011 10:46, Torben Dannhauer wrote: Hi, currently I'm working on a pixel-based distortion for projection on nonplanar surfaces. The output looks ok , but I would like to enable antialiasing. My Programm renders to texture, modifies this texture with a fragment shader and after

[osg-users] Performance issue regarding number of drawables

2011-07-19 Thread Saravanan Sivaprahasam
Hi, I need to clarify some doubts regarding texture size and number of drawables (Geometry) in a node and its effect on 'draw time'. For example i've a osg node, with a geode present inside a MatrixTransform. The geode contains 4 geometries (drawables), each drawable has a diffuse

Re: [osg-users] Write the Android example exclusively in C++

2011-07-19 Thread Jorge Izquierdo Ciges
Wang it was addressed when we submitted the examples. Android development prior to 2.3 or 3.0 needs a JNI/Java Dalvik frontend for the use of the Native C++ code. So basically fully native can only work with latest Android OS... wich are expensive and considering the invesment in our group to

Re: [osg-users] [build] OSG 3.1.0 SVN don't work for me

2011-07-19 Thread BARANGER Emmanuel
Hi, It is possible that I solved the problem. In fact, my card GeForce FX 5700VE was declared AGP in the bios. By changing AGP to PCI OSG is correct. Games and programs that were not working, working now and I have no problem. Thank you! Cheers, BARANGER Some

Re: [osg-users] FBO and WGL_ARB_render_texture

2011-07-19 Thread BARANGER Emmanuel
Hi, It is possible that I solved the problem. In fact, my card GeForce FX 5700VE was declared AGP in the bios. By changing AGP to PCI OSG all is correct. Games and programs that were not working, working now and I have no problem. Thank you! Cheers, BARANGER Some

Re: [osg-users] Write the Android example exclusively in C++

2011-07-19 Thread Jorge Izquierdo Ciges
Mmm you can try but OSG in Android Emulator even with Gles1 didn't work for me. Have luck with that and yes the Xoom is 3.X is one of the models i was looking into buying... but the Eee Transformer of Asus is givin me a sexy look so it's hard to decide xD (Having Nvidia's chip is sooo lovely... _

[osg-users] How to update image data

2011-07-19 Thread Clement.Chu
Hi, I used the Image to display data. I used setImage and assigned I defined unsigned char pointer. My question is how to let viewer to know to update the view after completed updated the data into image. Regards, Clement ___ osg-users mailing

Re: [osg-users] How to update image data

2011-07-19 Thread J.P. Delport
see the dirty() function On 19/07/2011 14:10, clement@csiro.au wrote: Hi, I used the Image to display data. I used setImage and assigned I defined unsigned char pointer. My question is how to let viewer to know to update the view after completed updated the data into image.

Re: [osg-users] How to update image data

2011-07-19 Thread Clement.Chu
I tried, but it is no update. Is there a function from viewer to update the screen? From: osg-users-boun...@lists.openscenegraph.org [osg-users-boun...@lists.openscenegraph.org] On Behalf Of J.P. Delport [jpdelp...@csir.co.za] Sent: Tuesday, 19 July

[osg-users] Adding an offset to an animation path

2011-07-19 Thread Thomas Hogarth
Hi All I have what seems like a straight forward problem, but my solution does not seem to work. I want to add a world offset to all osg animation paths in a graph so that the animation can be used for a kinematic object with osgBullet, which requires the object be in absolute world coords (which

Re: [osg-users] How to update image data

2011-07-19 Thread J.P. Delport
Hi, are you calling setImage only once? Are you using osg::Image::NO_DELETE? How are you changing the data? Do you get the first image correctly? jp On 19/07/2011 16:09, clement@csiro.au wrote: I tried, but it is no update. Is there a function from viewer to update the screen?

Re: [osg-users] Video textures on iOS (and audio)

2011-07-19 Thread Thomas Hogarth
Hi I have code for a video camera feed and from what I can remember the docs said the same sort of technique could be used to create a callback for video file frames also. Might be worth checking out the latest osgArt, they have added support for IOS and all other platforms have video file

Re: [osg-users] Adding an offset to an animation path

2011-07-19 Thread Thomas Hogarth
No Worries Fixed this by creating a new animation path with the offset and swapping with the original. Code now looks like this //if animation update callback is found add the rigid body animate callback osg::AnimationPathCallback* apc = dynamic_cast

Re: [osg-users] Video textures on iOS (and audio)

2011-07-19 Thread Alessandro Terenzi
Hi Tom, I've seen some examples related to video textures coming from the camera but it looks like that the approach for video coming from files is quite different: basically you have to create asset readers, get the tracks (video or audio or both) and start reading frames (or audio

Re: [osg-users] [osgPlugins] VRML plugin - file url

2011-07-19 Thread Jan Ciger
On 07/19/2011 07:43 AM, Mathias Fröhlich wrote: Hi, On Monday 18 July 2011, Michael Chechow wrote: [...] Both the absolute and relative file path works. I observed something similar here. For my local hacky use, I have just removed the 'file://' too. I have put invesigating why this is

Re: [osg-users] [osgPlugins] VRML plugin - file url

2011-07-19 Thread Michael Chechow
Hi Jan, my OpenVRML version is 0.18.8_0 (on Mac OS X 10.6.8) Bye, Michael 2011/7/19 Jan Ciger jan.ci...@gmail.com On 07/19/2011 07:43 AM, Mathias Fröhlich wrote: Hi, On Monday 18 July 2011, Michael Chechow wrote: [...] Both the absolute and relative file path works. I observed

Re: [osg-users] building for xcode on os x

2011-07-19 Thread Brian Rojas
I installed jasper using Macports and it installed ok, i checked by running jasper --version and got: 1.900.1 libjasper 1.900.1 However in xcode i'm still getting the same compilation errors. I even deleted the build folder and started the whole configure generate process in cmake again and

Re: [osg-users] building for xcode on os x

2011-07-19 Thread Michael Chechow
Is the JASPER_INCLUDE_DIR set correctly within cmake? On my machine it is set to /opt/local/include, which is the standard location of MacPorts. Could you try to compile using make in the Terminal? 2011/7/19 Brian Rojas marchin...@gmail.com I installed jasper using Macports and it installed

Re: [osg-users] building for xcode on os x

2011-07-19 Thread Brian Rojas
No i didn't set that, I'll try that. I use Xcode cause thats what I'm used too, can try in make too. Sent from my iPhone On Jul 19, 2011, at 4:55 PM, Michael Chechow minich...@googlemail.com wrote: Is the JASPER_INCLUDE_DIR set correctly within cmake? On my machine it is set to

[osg-users] ffmpeg problem.

2011-07-19 Thread Sid Boyce
There is a problem building openscenegraph against the latest ffmpeg-0.8. /home/lancelot/ftp/jun11/OSG/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.cpp:81:106: warning: ‘int av_open_input_file(AVFormatContext**, const char*, AVInputFormat*, int, AVFormatParameters*)’ is deprecated

Re: [osg-users] ffmpeg problem.

2011-07-19 Thread Wang Rui
Hi Sid, Update to the latest trunk version and the problem should be already fixed. Wang Rui 2011/7/20 Sid Boyce sbo...@blueyonder.co.uk: There is a problem building openscenegraph against the latest ffmpeg-0.8.

Re: [osg-users] building for xcode on os x

2011-07-19 Thread Brian Rojas
I set to generate makefiles and the jasper directory appears to be set correctly to the /Library/Frameworks/libjasper.framework/Headers/jasper folder. However now I'm getting the following errors: ld: warning: ignoring file /Library/Frameworks//libz.framework/libz, missing required

Re: [osg-users] How to update image data

2011-07-19 Thread Clement.Chu
Hi, I used the following codes to create Volume data display. osg::ref_ptrosg::Image osgImage = new osg::Image; osg::ref_ptrosgVolume::Volume osgVolume = new osgVolume::Volume; osg::ref_ptrosgVolume::VolumeTile osgTile = new osgVolume::VolumeTile;

Re: [osg-users] building for xcode on os x

2011-07-19 Thread Brian Rojas
Alright I got it working in Xcode now, for the osgdb_jp2 target I added the following to the header search path: /opt/local/include The search path /opt/local/include/jasper was already on the search path from cmake, but the #include's in the jasper.h start with jasper/some_file.h, so it